Making and Acting on Predictions in Starcraft Brood
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Tsr6903.Mu7.Ghotmu.C
[ Official Game Accessory Gamer's Handbook of the Volume 7 Contents Arcanna ................................3 Puck .............. ....................69 Cable ........... .... ....................5 Quantum ...............................71 Calypso .................................7 Rage ..................................73 Crimson and the Raven . ..................9 Red Wolf ...............................75 Crossbones ............................ 11 Rintrah .............. ..................77 Dane, Lorna ............. ...............13 Sefton, Amanda .........................79 Doctor Spectrum ........................15 Sersi ..................................81 Force ................................. 17 Set ................. ...................83 Gambit ................................21 Shadowmasters .... ... ..................85 Ghost Rider ............................23 Sif .................. ..................87 Great Lakes Avengers ....... .............25 Skinhead ...............................89 Guardians of the Galaxy . .................27 Solo ...................................91 Hodge, Cameron ........................33 Spider-Slayers .......... ................93 Kaluu ....... ............. ..............35 Stellaris ................................99 Kid Nova ................... ............37 Stygorr ...............................10 1 Knight and Fogg .........................39 Styx and Stone .........................10 3 Madame Web ...........................41 Sundragon ................... .........10 5 Marvel Boy .............................43 -
Tribes: a New Turn-Based Strategy Game for AI Research
Tribes: A New Turn-Based Strategy Game for AI Research Diego Perez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina School of Electronic Engineering and Computer Science Queen Mary University of London, UK Abstract two main methods that provide the functionality required by SFP (next - to advance the game state, and copy - to This paper introduces Tribes, a new turn-based strategy game clone it) can be computationally expensive in execution time framework. Tribes is a multi-player, multi-agent, stochastic and partially observable game that involves strategic and tac- and memory. That is one of the reasons why the more com- tical combat decisions. A good playing strategy requires the plex environments (e.g Starcraft II (Blizzard Entertainment management of a technology tree, build orders and economy. 2010)) do not provide a FM API for AI agents. The framework provides a Forward Model, which can be There has been some previous work on frameworks used by Statistical Forward Planning methods. This paper de- that incorporate FM access for SFP in strategy games. scribes the framework and the opportunities for Game AI re- Some of these benchmarks are concerned with the manage- search it brings. We further provide an analysis on the action space of this game, as well as benchmarking a series of agents ment of multiple units, such as HeroAIcademy (Justesen, (rule based, one step look-ahead, Monte Carlo, Monte Carlo Mahlmann, and Togelius 2016) and Bot Bowl (Justesen et Tree Search, and Rolling Horizon Evolution) to study their al. 2019). Santiago Ontan˜on’s´ µRTS (Ontan˜on´ et al. -
Special Tactics: a Bayesian Approach to Tactical Decision-Making Gabriel Synnaeve, Pierre Bessière
Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve, Pierre Bessière To cite this version: Gabriel Synnaeve, Pierre Bessière. Special Tactics: a Bayesian Approach to Tactical Decision-making. Proceedings of the IEEE Conference on Computational Intelligence and Games, Sep 2012, Granada, Spain. pp.978-1-4673-1194-6/12/ 409-416. hal-00752841 HAL Id: hal-00752841 https://hal.archives-ouvertes.fr/hal-00752841 Submitted on 16 Nov 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve ([email protected]) and Pierre Bessiere` ([email protected]) Abstract—We describe a generative Bayesian model of tactical intention Strategy (tech tree, 3 min time to switch behaviors attacks in strategy games, which can be used both to predict army composition) attacks and to take tactical decisions. This model is designed to partial easily integrate and merge information from other (probabilistic) information estimations and heuristics. In particular, it handles uncertainty Tactics (army 30 sec in enemy units’ positions as well as their probable tech tree. We positions) claim that learning, being it supervised or through reinforcement, more adapts to skewed data sources. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
REPRESENTING UNCERTAINTY in RTS GAMES M.Sc. PROJECT REPORT
REPRESENTING UNCERTAINTY IN RTS GAMES Björn Jónsson Master of Science Software Engineering January 2012 School of Computer Science Reykjavík University M.Sc. PROJECT REPORT Representing Uncertainty in RTS Games by Björn Jónsson Project report submitted to the School of Computer Science at Reykjavík University in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering January 2012 Project Report Committee: Dr. Yngvi Björnsson, Supervisor Accociate Professor, Reykjavík University, Iceland Dr. Hannes Högni Vilhjálmsson Accociate Professor, Reykjavík University, Iceland Dr. Jón Guðnason Assistant Professor, Reykjavík University, Iceland Copyright Björn Jónsson January 2012 Representing Uncertainty in RTS Games Björn Jónsson January 2012 Abstract Real-time strategy (RTS) games are partially observable environments, re- quiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncer- tainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents. -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
The Silver Surfer Story/Outline
THE SILVER SURFER STORY/OUTLINE DRAFT 1 “BATTLECRY” WRITTEN BY LARRY BRODY TEASER 1. EXT. THE SOUL MASTER DIMENSION. A scene we’ve witnessed before—but a more pleasant version this time. It’s the SILVER SURFER, SHALLA BAL, and the VIRAL OVERMIND, working together to save Zenn-La and the rest of the planets in this dimension. Except that this time Shalla Bal is not left behind. Instead, she makes it through just in time, rushing into the Silver Surfer’s arms! The Surfer starts to kiss her, and now Shalla Bal vanishes, only her voice remaining, crying out that she is in a dark, frightening place, and begging for the Surfer’s help in getting her out. 2. EXT. SPACE NEAR ZENN-LA. The Surfer soars all around, searching—and awakens to discover that he is flying upward from the now safe Zenn-La…and that everything that just happened was a dream. Yet even now he hears Shalla 2 Bal calling to him, her voice fading out only after the dream has ended. 3. As the Surfer ponders this, he realizes that he is hearing another distress call through a COM BEAM. It’s the leader of a group of REFUGEES, fleeing from a planet that has just fallen to the KREE EMPIRE, and asking for a safe haven. Right behind the Refugees is a KREE FLEET, and the pursuers begin FIRING THEIR ENERGY WEAPONS, hitting not only the Refugees but the Silver Surfer as well! He’s hit again and again in rapid succession, reeling weakly to one knee, as we FADE OUT. -
Downloaded From
This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others. -
A Guide to Designing Skill Trees
A Guide to Designing Skill Trees Santeri Orava BACHELOR’S THESIS August 2019 Business Information Systems Game Development TIIVISTELMÄ Tampereen ammattikorkeakoulu Tietojenkäsittely Pelituotanto ORAVA, SANTERI Opas kykypuiden suunnitteluun Opinnäytetyö 33 sivua Elokuu 2019 Opinnäytetyössä luotiin pelikehittäjille tiivis opas kykypuiden suunnittelua varten sekä autettiin heitä päättämään, hyötyisikö heidän pelinsä kykypuiden lisäämisestä. Opinnäytetyössä tutkittiin kykypuiden historiaa, aina niiden esiasteista moderneihin kykypuihin saakka. Lisäksi analysoitiin sekä yksittäisten pelien kykypuita että kykypuita yleisesti. Tutkimusmenetelmänä käytettiin kvalitatiivista tutkimusta ja työssä hyödynnettiin pääasiallisesti toissijaista tutkimustietoa. Tietoja kerättiin kirjoista, verkkoartikkeleista ja pelien keskustelupalstoilta sekä arvosteluista. Tärkein tulos oli kykypuiden neljän suurimman vahvuuden löytäminen. Näistä vahvuuksista tuli perusta lähes koko työn teorialle. Kykypuiden analysointi tarjosi mielenkiintoisia oivalluksia sekä niiden toiminnasta että heikkouksista. Työssä onnistuttiin myös erittelemään kykypuiden eri osasia ja selvittämään miten kukin osa vaikuttaa kykypuiden toimintaan. Työ sisältää muutamia yksinkertaisia, mutta tärkeitä neuvoja, joiden avulla keskinkertaisen kykypuun voi muuttaa erinomaiseksi. Näin ollen opinnäytetyö auttanee pelikehittäjiä sekä kykypuiden suunnittelussa että niiden tarkoituksen ymmärtämisessä. Avainsanat: pelisuunnittelu, kykypuut ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied -
By Kenneth Hite
By Kenneth Hite Art Direction, Book Layout and Design by Hal Mangold Cartography by Kenneth Hite and Hal Mangold Cover by Jeff Himmelman Interior Art by Mike Perry & Nathan Furman Additional Interior art by W.G. Collingwood & Lorenz Frølich Special thanks to Andrew Linstrom’s eagle eyes, and Clint Black’s keen insight. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Some weapon images courtesy of www.adamsguns.com. An earlier version of a portion of “Serpentfall” appeared as “The Day After Ragnarok: Reality Urdha,” in Pyramid Online (May 18, 2007). The Day After Ragnarok is copyright © 2008 by Kenneth Hite. All rights reserved. Please don’t pirate this book. Neither Lung Choi San nor Bêlit of the Black Coast would approve your horning in on their action. Published by Hal Mangold for Atomic Overmind Press Atomic Overmind Press ATOMIC OVERMIND 143 Wesmond Dr. PRESS Alexandria, VA 22305 Visit us online at www.atomicovermind.com. Table of Contents Table of Contents Table of Contents Holy Roller (Minor) ........... 19 Jeep .................................32 Introduction Luddite (Minor or Major) .... 19 Motorcycle .......................32 Serpentfall .............................7 Snakebit (Minor or Major) 19 2-1/2 ton Truck ...............32 The Serpent Dies .................... New Edges ............................20 Aircraft ............................... 33 The Giants Revive ................... Beechcraft Model 18 ........33 Background Edges ............. 20 The Eagle Broken .................... Bell 47 .............................33 Arcane Background DC-3 Dakota ....................33 The Lion Waiting ................... -
Technology Trees and Tools: Constructing Development Graphs for Digital Games
Tampereen teknillinen yliopisto. Julkaisu 1349 Tampere University of Technology. Publication 1349 Teemu J. Heinimäki Technology Trees and Tools: Constructing Development Graphs for Digital Games Thesis for the degree of Doctor of Science in Technology to be presented with due permission for public examination and criticism in Tietotalo Building, Auditorium TB224, at Tampere University of Technology, on the 27th of November 2015, at 12 noon. Tampereen teknillinen yliopisto – Tampere University of Technology Tampere 2015 ISBN 978-952-15-3633-5 (printed) ISBN 978-952-15-3647-2 (PDF) ISSN 1459-2045 Abstract In the recent years, digital games have solidified their role as important parts of life for a considerable portion of the population. Game development has become an extremely important industrial branch with a great deal of com- petition between developers and publishers. There is only a limited amount of resources to put in the development of a game, but the modern customers expect high quality. Taking these constraints into account, this dissertation focuses on devel- oping implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultane- ously facilitating the actual development process and reducing human work- load. The main contributions of this dissertation consist of ideas, models, meth- ods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs. -
A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 6-16-2016 A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D. Ball Follow this and additional works at: https://scholar.afit.edu/etd Part of the Computer Sciences Commons Recommended Citation Ball, Christopher D., "A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games" (2016). Theses and Dissertations. 457. https://scholar.afit.edu/etd/457 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. A MULTI-OBJECTIVE APPROACH TO TACTICAL MANUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Christopher D. Ball, Capt, USAF AFIT-ENG-MS-16-J-004 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-16-J-004 A MULTI-OBJECTIVE APPROACH TO TACTICAL MANEUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science Christopher D.